SCOOP! – A Game That Reduces Math Anxiety

According to The Guardian, as many as 2 million children are believed to be affected by Math anxiety in England alone. The symptoms of Math anxiety may vary, but typically when facing a spike of cortisol (stress hormone) by being presented with a math challenge, the mind of the student with Math anxiety triggers symptoms that reflect stress in the body (tension, sense of paralysis, forgetfulness, sweat, etc). The issue silently sabotages the learning experience of students not only in Math, but across other disciplines from the STEM spectrum that use Math. Fortunately, there have been studies and even a game that aims to help these students cope with the symptoms of Math anxiety.

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Jesse Schell on The Pleasure Revolution

In late 2013, Gabe traveled to 12 cities worldwide for GSummit Global, a series of full-day workshops and meetups to bring GSummit closer to gamification fans. As a part of GSummit Global, we also released 10 new webinars and videos by gamification and engagement professionals. We will be releasing them publicly as we keep counting down to GSummit 2014.

Jesse Schell, CEO of Schell Games, explains why “gamification” is only the tip of a much larger iceberg that is influencing all of society, and he will go into some detail about best practices for using pleasure to improve the motivational design of a wide variety of experiences.

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Spotlight Expert & GSummit SF 2014 Speaker: Amy Jo Kim

As we move into our next installment of GSummit (June 10-13 in San Francisco), we look at some of our speakers and experts that have helped shape the user engagement space. This week’s Spotlight Expert is Amy Jo Kim (@amyjokim) — Game Designer & Creative Director at ShuffleBRain. Amy helped kick off the very first GSummit back in…

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Spotlight Expert & GSummit SF 2014 Speaker: Andrea Kuszewski

As we move into our next installment of GSummit (June 10-13 in San Francisco), we look at some of our speakers and experts that have helped shape the gamification & user engagement space. This week’s Spotlight Expert is Andrea Kuszewski (@AndreaKuszewski) — Researcher & Manager, Scientific Vortex Group. Andrea has been one of our top rated speakers at GSummit multiple…

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Case Study: Driving Loyalty Across Brands at Yamaha

In late 2013, Gabe traveled to 12 cities worldwide for GSummit Global, a series of full-day workshops and meetups to bring GSummit closer to gamification fans. As a part of GSummit Global, we also released 10 new webinars and videos by gamification and engagement professionals. We will be releasing them publicly as we keep counting down to GSummit 2014.

Jeff Hawley is the Director of Customer Experience Group at Yamaha Corporation of America (@TheYamahaHub), and he will challenge you to think of Yamaha as a brand bigger than motorcycles or music instruments.

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Adam Penenberg: How Games Inspire Breakthrough Thinking

In late 2013, Gabe traveled to 12 cities worldwide for GSummit Global, a series of full-day workshops and meetups to bring GSummit closer to gamification fans. As a part of GSummit Global, we also released 10 new webinars and videos by gamification and engagement professionals. We will be releasing them publicly as we keep counting down to GSummit 2014.

Adam Penenberg is a journalism professor at New York University, author of “Play At Work” and editor of PandoDaily, and in this seminar he talks about examples of games in non-game activities from historic methods of teaching human anatomy to modern companies gamifying training.

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Case Study: Nissan and GT Academy

In late 2013, Gabe traveled to 12 cities worldwide for GSummit Global, a series of full-day workshops and meetups to bring GSummit closer to gamification fans. As a part of GSummit Global, we also released 10 new webinars and videos by gamification and engagement professionals. We will be releasing them publicly as we keep counting down to GSummit 2014.

Karl Dunn, Creative Director at TBWA Chiat Day , talks about how Nissan GT Academy came to be and how it engaged 400’000 players to participate.

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Games for Change 2014 Grows In Popularity

It all started in June 2004. This was the very first Games for Change Festival ever, it was held at New York Academy of Sciences in New York City. The goal? To investigate whether or not games could become serious games, ones that could be used for educational purposes and to inspire social change. Unfortunately only forty-two people attended…

However, this year’s Games for Change Festival will prove just how strong this movement has become. It has been projected that more than 800 people have attended in-person and an additional 10,000 people will have attended the event through streaming this past week. The festival also nabbed a great ally in their quest for social good by partnering with the Tribeca Film Festival for this year’s event.

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Flirt Planet: If Second Life Went Mobile and Got (Even) Sexier

Online dating sites may be on the way to becoming old news. Gamification mobile apps have moved into the dating field with the introduction of twin applications, Flirt Planet Meet and Flirt Planet Play. These two new applications work together to offer the first mobile game and dating application for mobile. Flirt Planet Play is an interface where users can practice their dating skills and Flirt Planet Meet is an interface where users can try their new moves on potential dates.

Imagine if Second Life got supercharged with gamification and focused on mobile…you’d get this.

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